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Messages - dreamerman

#1
Generally VSync in full screen should work, one thing that's some kind awkward is that GLB starts glBegin right after flipping buffers.. Problem may be dependent from GPU/OS/drivers combination, as mentioned try forcing VSync in gpu drivers control panel. On older Vega iGPU I don't see issues (full screen, 60Hz display, fps set to 60-120 always limited by vsync to 60 without screen tearing).
You can also check stability of rendering frames with some software like MSI Afterburner or new Intel PresentMon.
#2
Tutorials / Re: Chat.GPT
2023-Sep-09
All that AI stuff evolved so much in couple last years.. We are on the verge of revolution in many aspects of creative work, such AI tools will replace many 'creative' professions and on other hand will create new ones.. Imagine if someone is writing a legit book and need some art for cover or as illustrations for new chapters, now he can use MindJurney by him self and get something interesting, on other hand artist can use such tools to fastly generate many different visions/sketches of some client idea and later use it as base for further work and so on.. AI can now write basic books (like motivation, biography, books for kids), but will not write large series or universe that makes cross reference (like Cosmere - by Brandon Sanderson), but could be used for new ideas or to make parts of narration. Maybe it would be usefully in writing some parts of more advanced code not only simpler examples (but fact that it already can write a working game in such niche language as GLB is stunning).

On my hand I'm interested in game asset creation, more particular sprites with animation or something that would be usefull in a game, yet still such AI models need a lot of training in that direction (and of course it will be hard to deliver competitive art for them). Those are couple examples generated with Leonardo AI with different creation models:
#3
Presentation is very good, clean and nice, one thing that I could advise is to tune colors a bit more, so they could be easier to distinguish- some color combinations like light/dark orange and red can cause problems on lower brightness / worse screens.
On gameplay side you can add something like counter to each color to show how much more tiles need to have that color and some marking that 3x3 square, column and row are filled properly - numbers are easier to read in that regard, so faster to fill up, that are some 'quality of life' features that were present in one mobile sudoku game that I played passionately for couple of weeks to beat personal records.
#4
1) 'build' function uses Win32 as target platform, not sure if always.
2) in previous GLB versions it was compiled to distribute/Win64, not sure why now it's Win32, nevertheless
latest compiled version is always copied to 'project_name.app' path, so yuo can use that.
3) 64bit windows is treated as separate platform, so you need to specify proper starting resolution in Project->Options
#5
It is worth to note that this is the 'ver 7', so newest, I didn't saw it on forum previously, to this date I had ver 6, thanks for uploading it ;-)
#6
3D-snippets / Re: SGEngine
2023-Jul-14
One day I'll definitely need to use this in some project.. yet I'm still in 2d era games heh :D
btw. where there any updates to Irrlich in last years or it isn't in 'active development' for some time?
#7
Sorry, I didn't notice your posts.
That AV thing is mostly caused by heuristic module in BitDefender or it scanned your app and saw references to steam_api.dll so it blocked that. I would advise to add GLB compiler and possible project *exe to the white list.
And answering to your question, yes this is the best way to add Steam achievement to GLB games at this moment. Leaderboards/rankings also work, yet they require a little more work to implement.
To start, enable achievements for your game in the Steamworksnd admin page (not store page), add some achievements (names, descriptions, graphic) to steam list, and publish update (still only steamworks page, not store page). Now you are ready to add code in your game, just like in first post, init 'stats_manager_object' object, add achievements info, and use them with updateUserStat or unlockAchievement. If you will have any questions or problem don't hesitate to ask, preferably by PM as lately I visit forum not to often :/
#8
I wish You all Merry Christmas spent with your family without worrying about everyday problems and Happy New Year, may the coming year be simply better than previous, and have a great New Year's Eve party.

Best Wishes ;)
#9
Most likely you will need to wait until KittyHello or Spacefractal will fix this along with that volume issue that you mentioned in other topic. As temporary workaround you could use something like LMB hold delay, so if user holds LMB for like 200ms it has different behavior than normal click that sets 0/1.
#10
In general you can found full log file, launch editor and go to Help->Logfile, and I highly advise to check this, always some small thing can go unnoticed.
And from v10.2 to current v16 there were many changes, new platforms like Android, HTML5, some other are discontinued iOS, WebOS, core under-the-hood like GCC toolchain was updated, language optimizations, ton of bugfixes, some new features like new commands (FLOOR, CEIL, IIF, SETLOOPSUB ...). 2D specific thing is changes how Alpha commands now work, full info about that in manual.
GLB is still powerhouse for 2d graphics.
#11
Nice graphical design, I like the effect of numbers appearing row by row. Even that concept is simple it can be challenging.
Only one suggestion - after solving puzzle the pop-up info should stay a bit longer - at least for me it disappears to fast. Generally good job, and nice to see more GLB games ;)
For small game it's a solid entry, if you would like to make it something more or put it on Steam there are a plenty of features that could be added - maybe undo, counter for '1' in each row/column, un-active blocks, regions that aren't counted to global '1' summary, tiles/blocks that have negative value, or are changing the rules in particular row/column, all that would allow to create much larger levels with different feeling.
#12
@loftcat
About Symbian version, first attempt was in Symbian WRT (HTML, JS), shortly updated with QT Quick (QML, JS, C++ inline for OS things like minimize/resume), with addition of Inneractive network for in-app ads. Generally I had positive feelings specially from QML, but it was little to late in Nokia Store life cycle, soon Nokia switched to Windows Phone (that also wasn't bad OS).
Main reason to prioritize Steam version is that it gives chance to make any $ - wider audience, users that are willing to pay for games, and it's main platform for PC games, itch.io is good for contests, and small original concepts that are not final games - to raise interest.
Steam/itch itself doesn't imposes way of coding or something, both tool sets are easy to use for updating game builds and so on. Most important that docs are easily available so you can check how steamworks build process works :-)


@spacefractal
Huge thanks for testing game with real Steam Deck ;) Good to hear that it's working properly without serious issues, for music I'm using this SDL2 code.

That level UI selection issue in Twisted Line, yeap - good hint, will need to look into other similar 'selection' inconveniences, so playing with gamepad will feel better. Thing with selecting only last/recent end of line most likely was designed to simplify writing 'undo move' function, and you are right, both ends should be 'selectable', that also will be fixed, need some testing if fast/easy fix will be sufficient or requires something more. I will look into help screens, maybe create some additional, specially as you can cross lines with different colors.
#13
As GLB code is converted to C++ it is quite fast, only minor overhead is added, so all general optimization advice applies here to.
Use integers% rather than floats#, don't do redundant calculations, use arrays with static size - don't do DimPush DimDelete or use more sophisticated code to detect when array should be resized, use Alias when excessive using array element in loops, if can use 1-dimensional arrays instead 2/3d, SIN/COS can be replaced with pre-calculated values/faster versions. hm, that most that I can remember. And as said GLB is fast enough to calculate complex algorithms in realtime like hundreds of A* pathfinding, AABB collisions, random map generations, and so on, all depends on implementation and as other said it's hard to tell something without seeing the code, even small bug/design choice can sometime give unpredictable result.
#14
That pipe game has some story behind it, was my first puzzle game for Symbian S60 platform years ago, and managed to get to top3 puzzle games for touch phones in Nokia Store. That was so long time ago :) With GLB you can make it much more interesting with additional gameplay changes.
About your question, itch.io version is older and won't get updated with new content, Steam version will get additional games, and has Steamworks integration - achievements, cloud saves, upcoming leaderboards for highscore. Generally such 2d puzzle games without eye-catching visuals aren't popular so even on itch.io they are burried below ton of prototypes/alpha versions of more appealing games.
#15
There should be no problem, if it requires to use some specific OpenGL extension or API - that could be done in Inline.
In core GLB is fast enough to render separate images for left & right eye, so I'm looking forward to any info about this.